Unicorn icon: a unicorn’s head
Icon by Delapouite, CC BY 3.0

Unicorn 5e stat block

Large celestial, lawful good · CR 5 · 2024 stat block below

Armor Class
12
Hit Points
67 (9d10+18)
Speed
50 ft.
Challenge
5 (1,800 XP)
Proficiency bonus
+3
STRDEXCONINTWISCHA
18 (+4)14 (+2)15 (+2)11 (+0)17 (+3)16 (+3)
Damage immunities
poison
Condition immunities
Charmed, Paralyzed, Poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
Celestial, Elvish, Sylvan, telepathy 60 ft.

Traits

Charge. If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: At will: detect evil and good, druidcraft, pass without trace 1/day each: calm emotions, dispel evil and good, entangle

Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects.

Magic Weapons. The unicorn's weapon attacks are magical.

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.

Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 ft. of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.

Legendary actions

Hooves. The unicorn makes one attack with its hooves.

Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 ft. of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.

Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.

How many unicorns for a fight?

A unicorn is worth 1,800 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many unicorns fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
4th——1
5th112
6th123
7th123
8th234
9th245
10th356
11th469
12th4810
13th5912
14th61012+
15th71212+
16th812+12+
17th1012+12+
18th1112+12+
19th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the unicorn compares at CR 5

Against the 26 other challenge 5 monsters in the SRD 5.1, the unicorn has more hit points than 1 of them, which makes it one of the frailest at its CR. See every CR 5 monster.

StatisticUnicornCR 5 average
Armor Class1214.7
Hit points67103
Best attack bonus+7+7

Unicorn 2024 stat block

The 2024 Monster Manual revised the unicorn, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
12
Hit Points
97 (13d10 + 26)
Speed
50 ft.
Challenge
5 (1,800 XP)
STRDEXCONINTWISCHA
18 (+4)14 (+2)15 (+2)11 (+0)17 (+3)16 (+3)
Damage immunities
poison
Condition immunities
Charmed, Paralyzed, Poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
Celestial, Elvish, Sylvan; telepathy 120 ft.

Traits

Legendary Resistance (3/Day). If the unicorn fails a saving throw, it can choose to succeed instead.

Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.

Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.

Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.

Spellcasting. The unicorn casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14): At Will: Detect Evil and Good, Druidcraft 1/Day Each: Calm Emotions, Dispel Evil and Good, Entangle, Pass without Trace, Word of Recall

Bonus actions

Unicorn’s Blessing (3/Day). The unicorn touches another creature with its horn and casts Cure Wounds or Lesser Restoration on that creature, using the same spellcasting ability as Spellcasting.

Legendary actions

Charging Horn. The unicorn moves up to half its Speed without provoking Opportunity Attacks, and it makes one Radiant Horn attack.

Shimmering Shield. The unicorn targets itself or one creature it can see within 60 feet of itself. The target gains 10 (3d6) Temporary Hit Points, and its AC increases by 2 until the end of the unicorn’s next turn. The unicorn can’t take this action again until the start of its next turn.

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